Domain

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Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Air Domain

Clerics with the air domain are masters of elemental air, being granted spells thematic to the element and power over creatures of the element.

Domain Power
Clerics with the air domain turn elementals as if they were undead.

Domain Spells

  1. Obscuring Mist
  2. Wind Wall
  3. Gaseous Form
  4. Air Walk
  5. Control Winds
  6. Chain Lightning
  7. Control Weather
  8. Whirlwind
  9. Elemental Swarm

Animal Domain

Clerics with the animal domain are attuned to nature and the fauna within it.

Domain Power
Clerics with animal domain may cast Speak With Animals, as the spell, once per day.

Domain Spells

  1. Calm Animals
  2. Hold Animal
  3. Dominate Animal
  4. Summon Nature's Ally IV
  5. Commune with Nature
  6. Antilife Shell
  7. Animal Shapes
  8. Summon Nature's Ally VIII
  9. Shapechange

Balance Domain

Clerics with the balance domain work by contemplation and reflection, casting spells that promote clarity.

Domain Power
Once per day, as a free action, you may add your Wisdom modifier to your armor class. This bonus lasts for 1 round per cleric level.

Domain Spells

  1. Make Whole
  2. Calm Emotions
  3. Clarity of Mind
  4. Dismissal
  5. Mass Sanctuary
  6. Banishment
  7. Word of Balance
  8. Protection from Spells
  9. Weighed in the Balance

Cavern Domain

Clerics with the cavern domain are at home underground, able to move through often-confusing passages with ease and comfort.

Domain Power
Clerics with cavern domain receive Stonecunning, as a Dwarf.

Domain Spells

  1. Detect Secret Doors
  2. Darkness
  3. Meld Into Stone
  4. Leomund's Secure Shelter
  5. Passwall
  6. Find the Path
  7. Maw of Stone
  8. Earthquake
  9. Imprisonment

Chaos Domain

Clerics with the chaos domain wield the forces of chaos with greater power than other divine spellcasters.

Domain Power
Clerics with chaos domain cast spells with the chaos descriptor at +1 caster level.

Domain Spells

  1. Protection from Law
  2. Shatter
  3. Magic Circle Against Law
  4. Chaos Hammer
  5. Dispel Law
  6. Animate Objects
  7. Word of Chaos
  8. Cloak of Chaos
  9. Summon Monster IX

Charm Domain

Clerics with the charm domain are especially-gifted in the arts of persuasion, and have powers to help them convince others to help them.

Domain Power
Clerics with charm domain may increase their Charisma by 4 for one minute once per day.

Domain Spells

  1. Charm Person
  2. Calm Emotions
  3. Suggestion
  4. Good Hope
  5. Charm Monster
  6. Geas
  7. Insanity
  8. Demand
  9. Dominate Monster

Cold Domain

Clerics with the cold domain are masters of chillness, able to alter temperature and mastering elemental creatures.

Domain Power
Clerics with the cold domain turn elementals as if they were undead.

Domain Spells

  1. Chill Touch
  2. Chill Metal
  3. Sleet Storm
  4. Ice Storm
  5. Wall of Ice
  6. Cone of Cold
  7. Control Weather
  8. Polar Ray
  9. Obedient Avalanche

Darkness Domain

Clerics with the darkness domain are at home in the dark, and without their sight.

Domain Power
Clerics with the darkness domain receive the Blind Fight feat for free.

Domain Spells

  1. Obscuring Mist
  2. Blindness/ Deafness
  3. Blacklight
  4. Armor of Darkness
  5. Darkbolt
  6. Prying Eyes
  7. Nightmare
  8. Power Word Blind
  9. Power Word Kill

Death Domain

Clerics with the death domain have power over the transition from life to death, wielding powers related to observing and causing lives to end.

Domain Power
Clerics with the death domain may deliver a death touch once per day, killing a target with fewer than 1d6 hit points per cleric level, providing the typical rules for delivering a magical death touch attack.

Domain Spells

  1. Cause Fear
  2. Death Knell
  3. Animate Dead
  4. Death Ward
  5. Slay Living
  6. Create Undead
  7. Destruction
  8. Create Greater Undead
  9. Wail of the Banshee

Destruction Domain

{{DomainOverview | Name = Destruction | Description = Clerics with the destruction domain wield the power of the breakage and decay of things around them. | Power = Clerics with the destruction domain may perform a special [[Smite Infidel|smite] attack once per day, dealing extra damage to those who don't share their faith. | Spell1 = Inflict Light Wounds | Spell2 = Shatter | Spell3 = Contagion | Spell4 = Inflict Critical Wounds | Spell5 = Mass Inflict Light Wounds | Spell6 = Harm | Spell7 = Disintegrate | Spell8 = Earthquake | Spell9 = Implosion }}

Dream Domain

Clerics with the dream domain are have long delved into dreams and nightmares.

Domain Power
Clerics with the dream domain are immune to fear effects.

Domain Spells

  1. Sleep
  2. Augury
  3. Deep Slumber
  4. Phantasmal Killer
  5. Nightmare
  6. Dream Sight
  7. Greater Scrying
  8. Power Word Stun
  9. Weird

Drow Domain

Clerics with the drow domain are paragons of drow value, being nimble well equipped to handle matters of subterfuge.

Domain Power
Clerics with charm domain receives Lightning Reflexes for free.

Domain Spells

  1. Cloak of Dark Power
  2. Clairaudience/Clairvoyance
  3. Suggestion
  4. Discern Lies
  5. Spiderform
  6. Greater Dispel Magic
  7. Word of Chaos
  8. Greater Planar Ally
  9. Gate

Dwarf Domain

Clerics with the dwarf domain are paragons of dwarven value, being stalwart and creative, equipped to build and hold their ground.

Domain Power
Clerics with dwarf domain receive Great Fortitude for free.

Domain Spells

  1. Magic Weapon
  2. Bear's Endurance
  3. Glyph of Warding
  4. Greater Magic Weapon
  5. Fabricate
  6. Stone Tell
  7. Dictum
  8. Protection from Spells
  9. Elemental Swarm

Earth Domain

Clerics with the earth domain are masters of the earth element, moving and shaping the ground with ease and commanding the creatures of their element.

Domain Power
Clerics with the earth domain turn elementals as if they were undead.

Domain Spells

  1. Magic Stone
  2. Soften Earth and Stone
  3. Stone Shape
  4. Spike Stones
  5. Wall of Stone
  6. Stoneskin
  7. Earthquake
  8. Iron Body
  9. Elemental Swarm

Elf Domain

Clerics with the elf domain are paragons of elven value, being graceful and precise, living comfortably in the forests.

Domain Power
Clerics with elf domain receive Point Blank Shot for free.

Domain Spells

  1. True Strike
  2. Cat's Grace
  3. Snare
  4. Tree Stride
  5. Commune with Nature
  6. Find the Path
  7. Liveoak
  8. Sunburst
  9. Antipathy

Evil Domain

Clerics with the evil domain wield evil magics with exceptional power.

Domain Power
Clerics with the evil domain cast spells with the evil descriptor at +1 caster level.

Domain Spells

  1. Protection from Good
  2. Desecrate
  3. Magic Circle Against Good
  4. Unholy Blight
  5. Dispel Good
  6. Create Undead
  7. Blasphemy
  8. Unholy Aura
  9. Summon Monster IX

Fate Domain

Clerics with the fate domain have their fingers on the pulse of destiny, having aware of how things are doomed, or destined, to unfold.

Domain Power
Clerics with fate domain receive Uncanny Dodge for free.

Domain Spells

  1. True Strike
  2. Augury
  3. Bestow Curse
  4. Divination
  5. Mark of Justice
  6. Geas/Quest
  7. Vision
  8. Moment of Prescience
  9. Foresight

Fire Domain

Clerics with the fire domain are masters of the fire element, setting their surroundings ablaze with their power and controlling the creatures of their element.

Domain Power
Clerics with the fire domain turn elementals as if they were undead.

Domain Spells

  1. Burning Hands
  2. Produce Flame
  3. Resist Energy
  4. Wall of Fire
  5. Fire Shield
  6. Fire Seeds
  7. Fire Storm
  8. Incendiary Cloud
  9. Elemental Swarm

Good Domain

Clerics with the good domain wield good magics with exceptional power.

Domain Power
Clerics with the good domain cast spells with the good descriptor at +1 caster level.

Domain Spells

  1. Protection from Evil
  2. Aid
  3. Magic Circle Against Evil
  4. Holy Smite
  5. Dispel Evil
  6. Blade Barrier
  7. Holy Word
  8. Holy Aura
  9. Summon Monster IX

Hatred Domain

Clerics with the Hatred domain are masters of bitterness and revenge, specializing in visiting terrible events onto those who disagree with them.

Domain Power
Clerics with the hatred domain receive a special smite ability, which may be used once per day to gain a bonus to attack and damage against people of different faith.

Domain Spells

  1. Doom
  2. Scare
  3. Bestow Curse
  4. Song of Discord
  5. Righteous Might
  6. Forbiddance
  7. Blasphemy
  8. Antipathy
  9. Wail of the Banshees

Healing Domain

Clerics with the healing domain wield healing magics with exceptional power.

Domain Power
Clerics with the healing domain cast healing spells at +1 caster level.

Domain Spells

  1. Cure LightWounds
  2. Cure Moderate Wounds
  3. Cure Serious Wounds
  4. Cure Critical Wounds
  5. Mass Cure Light Wounds
  6. Heal
  7. Regenerate
  8. Mass Cure Critical Wounds
  9. Mass Heal

Knowledge Domain

Clerics with the knowledge domain are skilled diviners, gaining knowledge more easily than others.

Domain Power
This domain does not have a power.

Domain Spells

  1. Detect Secret Doors
  2. Detect Thoughts
  3. Clairaudience/ Clairvoyance
  4. Divination
  5. True Seeing
  6. Find the Path
  7. Legend Lore
  8. Discern Location
  9. Foresight

Law Domain

Clerics with the law domain wield law magics with exceptional power.

Domain Power
Clerics with the law domain cast spells with the law descriptor at +1 caster level.

Domain Spells

  1. Protection from Chaos
  2. Calm Emotions
  3. Magic Circle Against Chaos
  4. Order's Wrath
  5. Dispel Chaos
  6. Hold Monster
  7. Dictum
  8. Shield of Law
  9. Summon Monster IX

Luck Domain

Clerics with the luck domain are luckier than others.

Domain Power
This domain does not have a power.

Domain Spells

  1. Entropic Shield
  2. Aid
  3. Protection from Energy
  4. Freedom of Movement
  5. Break Enchantment
  6. Mislead
  7. Spell Turning
  8. Moment of Prescience
  9. Miracle

Magic Domain

Clerics with the magic domain are more in tune with the lore and behavior of magic -- even arcane magic -- than most clerics.

Domain Power
This domain does not have a power.

Domain Spells

  1. Magic Aura
  2. Identify
  3. Dispel Magic
  4. Imbue with Spell Ability
  5. Spell Resistance
  6. Antimagic Field
  7. Spell Turning
  8. Protection from Spells
  9. Mage's Disjunction

Moon Domain

Clerics with the moon domain know well the powers of lunar cycle, and gain power over creatures influenced by it, such as lycanthropes.

Domain Power
Clerics with moon domain may turn lycanthropes as if they were undead.

Domain Spells

  1. Faerie Fire
  2. Moonbeam
  3. Moon Blade
  4. Good Hope
  5. Moon Path
  6. Permanent Image
  7. Insanity
  8. Animal Shapes
  9. Moonfire

Orc Domain

Clerics with the orc domain are paragons of orcish virtue, acting with wrath and vigor in response to obstacles.

Domain Power
Clerics with orc domain may use a special smite attack once per day. This attack does additional damage to those who don't follow the orcish gods.

Domain Spells

  1. Cause Fear
  2. Produce Flame
  3. Prayer
  4. Divine Power
  5. Prying Eyes
  6. Eyebite
  7. Blasphemy
  8. Cloak ofChaos
  9. Power Word: Kill

Planning Domain

Clerics with the planning domains are masters of strategy, gifted with abilities to allow them to prepare for the long term.

Domain Power
Clerics with planning domain receive Extend Spell for free.

Domain Spells

  1. Deathwatch
  2. Augury
  3. Clairaudience/Clairvoyance
  4. Imbue with Spell Ability
  5. Detect Scrying
  6. Heroes' Feast
  7. Greater Scrying
  8. Discern Location
  9. Time Stop

Plant Domain

Clerics with the plant domain are especially in tune with nature, and command the flora within.

Domain Power
Clerics with the plant domain turn plants as if they were undead.

Domain Spells

  1. Entangle
  2. Barkskin
  3. Plant Growth
  4. Command Plants
  5. Wall of Thorns
  6. Repel Wood
  7. Animate Plants
  8. Control Plants
  9. Shambler

Portal Domain

Clerics with the portal domain are knowledgeable and equipped to handle magical travel.

Domain Power
This domain does not have a power.

Domain Spells

  1. Summon Monster I
  2. Analyze Portal
  3. Dimensional Anchor
  4. Dimension Door
  5. Teleport
  6. Banishment
  7. Etherealness
  8. Dimensional Lock
  9. Gate

Protection Domain

Clerics with the protection domain are specialists in keeping safe, often able to endure uncommon hardship as a result.

Domain Power
Clerics with the protection domain cast a specialized version of Sanctuary once per day, having a higher save DC to keep enemies from targeting them.

Domain Spells

  1. Sanctuary
  2. Shield Other
  3. Protection from Energy
  4. Spell Immunity
  5. Spell Resistance
  6. Anitmagic Field
  7. Repulsion
  8. Mind Blank
  9. Prismatic Sphere

Repose Domain

Clerics with the repose domain are those who oversee the process of death, but do so as the impartial distributors of end of life, rather than by the wanton slaughter of clerics of the death domain.

Domain Power
Clerics with the repose domain may perform a touch of death once per day, which kills a target with less than 1d6 hit points per cleric level, per the rules for dealing a magical death touch attack.

Domain Spells

  1. Hide from Undead
  2. Gentle Repose
  3. Speak with Dead
  4. Death Ward
  5. Slay Living
  6. Undeath to Death
  7. Destruction
  8. Surelife
  9. Wail of the Banshee

Retribution Domain

Clerics with the retribution domain are concerned with the distribution of punishment for crimes past, and are invested well in defense and countering.

Domain Power
Clerics with the retribution domain may perform a smite attack once per day, doing additional damage to targets who do not share their faith.

Domain Spells

  1. Shield of Faith
  2. Bear's Endurance
  3. Speak with Dead
  4. Fire Shield
  5. Mark of Justice
  6. Banishment
  7. Spell Turning
  8. Discern Location
  9. Storm of Vengeance

Rune Domain

Clerics with the rune domain are concerned heavily with written records and the magical meanings of writing.

Domain Power
Clerics with the rune domain receive Scribe Scroll for free.

Domain Spells

  1. Erase
  2. Secret Page
  3. Glyph of Warding
  4. Explosive Runes
  5. Lesser Planar Binding
  6. Greater Glyph of Warding
  7. Drawmij's Instant Summons
  8. Transcribe Symbol
  9. Teleportation Circle

Scalykind Domain

Clerics with the scalykind domain are masters of reptilekind, and often view themselves as the modern representatives of a grand draconic culture.

Domain Power
Clerics with the scalykind domain can turn animals as if they were undead.

Domain Spells

  1. Magic Fang
  2. Animal Trance
  3. Greater Magic Fang
  4. Poison
  5. Animal Growth
  6. Eyebite
  7. Vipergout
  8. Animal Shapes
  9. Shapechange

Slime Domain

Clerics with the slime domain are masters of living slimes and oozes, and are imbued with powers of slime and corrosion.

Domain Power
Clerics with the slime domain can turn oozes as if they were undead.

Domain Spells

  1. Grease
  2. Acid Arrow
  3. Poison
  4. Rusting Grasp
  5. Black Tentacles
  6. Transmute Rock to Mud
  7. Destruction
  8. Power Word: Blind
  9. Implosion

Spider Domain

Clerics with the spider domain are masters of vermin, and are blessed with a series of spider-themed powers.

Domain Power
Clerics with the spider domain can turn spiders as if they were undead.

Domain Spells

  1. Spider Climb
  2. Summon Swarm
  3. Phantom Steed
  4. Giant Vermin
  5. Insect Plague
  6. SpiderCurse
  7. Stone Spiders
  8. Creeping Doom
  9. Spider Shapes

Storm Domain

Clerics with the storm domain are at home in stormy skies, preferring to channel the destructive powers of weather over the more-versatile ways of elemental air.

Domain Power
Clerics with the storm domain resist the first 5 points of damage from electrical attacks which hit them.

Domain Spells

  1. Entropic Shield
  2. Gust of Wind
  3. Call Lightning
  4. Sleet Storm
  5. Ice Storm
  6. Call Lightning Storm
  7. Control Weather
  8. Whirlwind
  9. Storm of Vengeance

Strength Domain

Clerics with the strength domain are focused on physical excellence, being able to call on powers to make themselves stronger.

Domain Power
Clerics with the strength domain can improve their strength for a short time once per day.

Domain Spells

  1. Enlarge Person
  2. Bull's Strength
  3. Magic Vestment
  4. Spell Immunity
  5. Righteous Might
  6. Stoneskin
  7. Grasping Hand
  8. Clenched Fist
  9. Crushing Hand

Sun Domain

Clerics with the sun domain are focused on the power of daylight, holding exceptional power over undead as a result.

Domain Power
Turn Undead attempts from clerics with the sun domain are more powerful than a typical cleric's.

Domain Spells

  1. Endure Elements
  2. Heat Metal
  3. Searing Light
  4. Fire Shield
  5. Flame Strike
  6. Fire Seeds
  7. Sunbeam
  8. Sunburst
  9. Prismatic Sphere

Time Domain

Clerics with the time domain are masters of the temporal, adjusting the flow of time to their benefit.

Domain Power
Clerics with the time domain receive Improved Initiative for free.

Domain Spells

  1. True Strike
  2. Gentle Repose
  3. Haste
  4. Freedom of Movement
  5. Permanency
  6. Contingency
  7. Moment of Prescience
  8. Foresight
  9. Time Stop

Travel Domain

Clerics with the travel domain are better-suited to movement, able to travel through difficult terrain and across great distance by magic.

Domain Power
Clerics with the travel domain cast Freedom of Movement once per day as a spell-like ability.

Domain Spells

  1. Longstrider
  2. Locate Object
  3. Fly
  4. Dimension Door
  5. Teleport
  6. Find the Path
  7. Greater Teleport
  8. Phase Door
  9. Astral Projection

Trickery Domain

Clerics with the trickery domain are well-suited to acts of deption, throwing others off of their trail with exceptional ease.

Domain Power
This domain does not have a power.

Domain Spells

  1. Disguise Self
  2. Invisibility
  3. Nondetection
  4. Confusion
  5. False Vision
  6. Mislead
  7. Screen
  8. Polymorph Any Object
  9. Time Stop

Undeath Domain

Clerics with the undeath domain are at home with the undead, empowered to strengthen and cow them especially well.

Domain Power
Clerics with the undeath domain receive the Extra Turning feat for free.

Domain Spells

  1. Detect Undead
  2. Desecrate
  3. Animate Dead
  4. Death Ward
  5. Mass Inflict Light Wounds
  6. Create Undead
  7. Control Undead
  8. Create Greater Undead
  9. Energy Drain

War Domain

Clerics with the war domain are at home on the battlefield, wielding weapons with the skill of a trained fighter.

Domain Power
Clerics with the war domain receive proficiency and focus in their patron's Favored Weapon.

Domain Spells

  1. Magic Weapon
  2. Spiritual Weapon
  3. Magic Vestment
  4. Divine Power
  5. Flame Strike
  6. Blade Barrier
  7. Power Word: Blind
  8. Power Word: Stun
  9. Power Word: Kill

Water Domain

Clerics with the water domain are masters of the element of water, controlling the element itself and creatures of the elemental force.

Domain Power
Clerics with the water domain turn elementals as if they were undead.

Domain Spells

  1. Obscuring Mist
  2. Fog Cloud
  3. Water Breathing
  4. Control Water
  5. Ice Storm
  6. Cone of Cold
  7. Acid Fog
  8. Horrid Wilting
  9. Elemental Swam